Typo fix for primitive

This commit is contained in:
Grant Sanderson
2020-12-04 08:11:33 -08:00
parent 6ead1ceca6
commit b64875fd55
4 changed files with 7 additions and 7 deletions

View File

@ -325,7 +325,7 @@ class Camera(object):
shader_program = render_group["prog"]
self.set_shader_uniforms(shader_program, shader_wrapper)
self.update_depth_test(shader_wrapper)
render_group["vao"].render(int(shader_wrapper.render_primative))
render_group["vao"].render(int(shader_wrapper.render_primitive))
if render_group["single_use"]:
self.release_render_group(render_group)

View File

@ -45,7 +45,7 @@ class Mobject(Container):
"vert_shader_file": "",
"geom_shader_file": "",
"frag_shader_file": "",
"render_primative": moderngl.TRIANGLE_STRIP,
"render_primitive": moderngl.TRIANGLE_STRIP,
"texture_paths": None,
"depth_test": False,
# If true, the mobject will not get rotated according to camera position
@ -1239,7 +1239,7 @@ class Mobject(Container):
frag_file=self.frag_shader_file,
texture_paths=self.texture_paths,
depth_test=self.depth_test,
render_primative=self.render_primative,
render_primitive=self.render_primitive,
)
def refresh_shader_wrapper_id(self):

View File

@ -28,7 +28,7 @@ class ParametricSurface(Mobject):
# For du and dv steps. Much smaller and numerical error
# can crop up in the shaders.
"epsilon": 1e-5,
"render_primative": moderngl.TRIANGLES,
"render_primitive": moderngl.TRIANGLES,
"depth_test": True,
"vert_shader_file": "surface_vert.glsl",
"frag_shader_file": "surface_frag.glsl",

View File

@ -59,7 +59,7 @@ class VMobject(Mobject):
"fill_frag_shader_file": "quadratic_bezier_fill_frag.glsl",
# Could also be Bevel, Miter, Round
"joint_type": "auto",
"render_primative": moderngl.TRIANGLES,
"render_primitive": moderngl.TRIANGLES,
"triangulation_locked": False,
"fill_dtype": [
('point', np.float32, (3,)),
@ -893,14 +893,14 @@ class VMobject(Mobject):
vert_file=self.fill_vert_shader_file,
geom_file=self.fill_geom_shader_file,
frag_file=self.fill_frag_shader_file,
render_primative=self.render_primative,
render_primitive=self.render_primitive,
)
self.stroke_shader_wrapper = ShaderWrapper(
vert_data=self.stroke_data,
vert_file=self.stroke_vert_shader_file,
geom_file=self.stroke_geom_shader_file,
frag_file=self.stroke_frag_shader_file,
render_primative=self.render_primative,
render_primitive=self.render_primitive,
)
def refresh_shader_wrapper_id(self):